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All 11 layers in Casualties: Unknown

Short answer

Casualties: Unknown has 11 layers in Release 1.0, each about 307 m deep: Gravel lands, Deeper gravel lands, Dried desert, Wasteland, Overgrown depths, Frozen chasm, Fungal pools, Crystalline hollow, Geothermal vents, WHERE WE MUST REACH and the shorter CRIMSON ASCENT. Each layer has a 60-minute timer by default, after which a radiation line creeps down from the top.

Applies to Release 1.0 (Nov 9, 2026) Sources checked

Each layer is 307.2 m tall (1,024 blocks of 0.3 m). Gravity is about 16.5 m/s², a little under twice Earth's, so falls hurt. Layers 1 to 5 are described from the demo, which most players know well; layers 6 to 11 are from the developer's notes, the 1.0 database at wikily.gg and player reports, and are labelled as early info. Database

Layer overview

Layers at a glance (temperatures: wikily.gg, 1.0)
#LayerStarts atAir tempMain threats
1Gravel lands0 m13 to 19°CSpike traps, Jump pads, Geysers
2Deeper gravel lands307 m12 to 21°CBear traps, Barbed fences, Cave tick swarms
3Dried desert614 m13 to 33°CTurrets, Landmines, Coils
4Wasteland922 m-20 to 39°CSound cannons, Spent fuel, Toxirock
5Overgrown depths1229 m18 to 31°CElder thornbacks, Thornbacks, Overgrown ticks
6Frozen chasm1536 m-33 to -24°CFreezing cold, Snow striders, Gunmines
7Fungal pools1843 m14 to 23°CConstant rain, Sawblades, Grabber shrooms
8Crystalline hollow2150 m17 to 21°CCrystal hazards, Manifestations, Very large drops
9Geothermal vents2458 m35 to 43°CExtreme heat, Magma
10WHERE WE MUST REACH2765 m15°CStory layer
11CRIMSON ASCENT3072 m16 to 23°CStory layer

Layer 1: Gravel lands

0 to 307 m13 to 19°CDemo-verified

Every run starts here and it never comes back. Lit by holes in the background, short falls, wooden scaffolding. The safest layer: use the full timer to build bags, a canteen and a weapon.

Threats: Spike traps, Jump pads, Geysers, Shade crawlers.

Plants: Glowplant, Geotree, Mushplant, Leadbush, Stoneplant.

Layer 2: Deeper gravel lands

307 to 614 m12 to 21°CDemo-verified

The darkest early layer. Carry light and raise gamma. Finish your preparation here: layers 3 and 4 have little water. Drill pods appear in layers 1 and 2.

Threats: Bear traps, Barbed fences, Cave tick swarms, Spike traps, Jump pads.

Plants: Glowplant, Geotree, Lumalgae, Mushplant.

Layer 3: Dried desert

614 to 922 m13 to 33°CDemo-verified

Big caves and long drops. Oil is thick and easy to drown in with a broken leg. Rose lights and climbable sand vines spawn here. Water is scarce.

Threats: Turrets, Landmines, Coils, Stalactites, Tall drops, Wall biters, Oil pools.

Plants: Cactus, Brownshroom, Sand rose, Vine, Dried bush.

Layer 4: Wasteland

922 to 1229 m-20 to 39°CDemo-verified

Radiation is always present: spent fuel and toxirock. No enemies unless the layer rolls Infested. Sound cannons only spawn here. Helluce for internal bleeding starts appearing from layer 4.

Threats: Sound cannons, Spent fuel, Toxirock, Landmines, Turrets, Coils, Stalactites.

Plants: Plantiation, Cactus, Stoneplant.

Layer 5: Overgrown depths

1229 to 1536 m18 to 31°CDemo-verified

The jungle. Food and water are everywhere, but elder thornbacks hunt you. Ilmenite for titanium only spawns from layer 5. Last layer of the demo.

Threats: Elder thornbacks, Thornbacks, Overgrown ticks, Skullcrushers, Grabber plants, Wall biters.

Plants: Almost every plant, Banana-plant, Tree sap.

A glowing fungal cave in Casualties: Unknown
Deeper layers trade gravel for glowing fungus and crystal. Screenshot: Orsoniks / Oro Interactive, from the Steam store page.

Layer 6: Frozen chasm

1536 to 1843 m-33 to -24°CEarly info

The cold kills faster than enemies. Move between ion space heaters, Xaloris plants and life pods, and stay dry. Players report very tall open drops: bring climbing rope.

Threats: Freezing cold, Snow striders, Gunmines, Ice stalagmites, Huge drops.

Plants: Xaloris, Frigiant.

Layer 7: Fungal pools

1843 to 2150 m14 to 23°CEarly info

Rain keeps you wet, and sleeping wet risks freezing. Sleep in a life pod or a sleeping bag. Fungali bungali drops bunchunk for procoagulant.

Threats: Constant rain, Sawblades, Grabber shrooms, Side stabbers, Overgrown ticks.

Plants: Fungali bungali, Glowshroom, Mushroom trees.

Layer 8: Crystalline hollow

2150 to 2458 m17 to 21°CEarly info

Crystals with different effects: some heal, some burn, irradiate, explode or drain batteries. Learn the colours before you touch them.

Threats: Crystal hazards, Manifestations, Very large drops.

Plants: Crystals.

Layer 9: Geothermal vents

2458 to 2765 m35 to 43°CEarly info

Heat is the main threat. Above 41.5°C body temperature you get heatstroke and lose brain health. Strip insulating gear, stay wet, carry water.

Threats: Extreme heat, Magma.

Layer 10: WHERE WE MUST REACH

2765 to 3072 m15°CEarly info

Where the cargo goes. The endings start after this layer.

Threats: Story layer.

Layer 11: CRIMSON ASCENT

3072 to 3379 m16 to 23°CEarly info

The shorter 11th layer. All three endings trigger from the top of it.

Threats: Story layer.

Time limit and the radiation line

On the default Tough preset each layer gives you 60 minutes. When time runs out, a radiation line appears at the top and moves down, reaching the bottom roughly 20 minutes later. It irradiates whatever it overtakes. It is a push to keep moving, not an instant death. Relaxed gives 120 minutes, Paradise 180, and Unchipped has no line at all since 1.0. While you are unconscious the line slows to 1% speed. Official

At the bottom of each layer you choose to continue or save and quit. Saving between layers is the normal way to stop a run: see saving.

Drill pods

Broken drill pods appear in the early layers. Repair one with a drill repair kit (1.0 simplified the recipe) and crouch inside to skip 2 layers down. The September update added more drill pods and made them easier to use, and 1.0 made them hurt your stats less. Using one unlocks Express Route. Skipping layers skips their loot, so it is a trade. Official

Layer modifiers

A layer can rarely roll a modifier. The Desolate preset forces one on every layer. Some cannot appear on layer 1 since demo 7.0.

Layer modifiers (community wiki)
ModifierEffect
FoggyFog and stronger bloom on lights
Hot / ScorchingAir temperature +4°C / +8°C
Cold / FreezingAir temperature -4°C / -10°C
FloodedMany more liquid pools
DriedFew exposed pools
RainyRain makes you wet
InfestedMore enemies
IonizedWaste barrels everywhere, plus some anti-rad
Solar-struckYour chip is disabled: Unchipped for the whole layer

Descent tips

  • Explore side to side in an S pattern before going down.
  • Throw a glowplant fruit into dark drops before jumping: it lights the floor and triggers traps.
  • Carry a full scrap metal for placing tiles to climb, and climbing rope for tall drops. Players report very tall open drops from layer 6.
  • Break geysers near your path and avoid flowing water.
  • Treat everything as possibly hiding a landmine on layers 3 and 4.

Questions

How many layers are in Casualties: Unknown?

Eleven: ten main layers and a shorter 11th layer, per the developer's September update. The demo has the first 5. Endless mode keeps generating layers after that.

Are the layers procedurally generated?

Yes. Each layer is generated fresh every run from its biome rules, so there is no fixed map. Rare layer modifiers can also change a layer.

What happens when the layer timer runs out?

Nothing instant. A radiation line (the Punishment Protocol) appears at the top of the layer after the time limit and creeps down, reaching the bottom about 20 minutes later on the default setting. Being overtaken irradiates you. Unchipped runs have no radiation line since 1.0.

How long should a layer take?

Players report 30 minutes for a fast descent and 60 to 80 minutes when looting, crafting and trading. Most recommend using the full time on layers 1 and 2 to prepare and moving faster from layer 3.

Sources